More work done on Map overlay separation. Buildings, including their destruction status, are now visible. There is few more things that I would like to display there but this will do for now. Now for the second part, Direct overlay.

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As promised, better ship with considerably better equipment (more info in comments), against same strike group. Next up: I have to rework one thing and then comparison with different variant of same tier ship/eq.

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Testing balance pass, starter ship + starter equipment (basically point where you don't want to take fight with any decent army) vs very small US strike group - doable, but barely. Next up, better ship/eq vs same group.

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Testing flight model for copter and pilot ai.

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Some quick HUD work, integrity + defensives (depending on type). Status of individual modules and parts remains and will remain as world space gui in interior view.

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Do not go gentle into that good night... (bring considerably bigger ship)

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Mostly minor fixes and some polish today, however I've made lil mouse icon so mouse binds are now displayed instead of "NONE" which, as you might have guessed, wasn't intended.

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Infiltrating military institutions and suppliers to reveal bases now works. Ignore random herd of cows, I am looking into it...

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So, that’s many new systems working in unison for a very simple player driven mission. However, of course, everything is robust to allow for a lot of fun later. Visually, many things are WIP, don’t worry.

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Watching time fly by as I implement a complex system intertwined with most of the existing ones.

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